Create Your Character: A Study of Identity Through Online Avatars


Argument:

Online identities, particularly in relation to online avatars, are integral to individuals in postmodern society in constructing, maintaining, and experimenting with their identity.

 

Abstract:

This paper relates to the Identity and Online Advocacy stream but will be mainly focused on Identity. In this paper, it will be argued that technology, in particular the use of online video games, is paramount in the formation of a modern persons’ identity as a matter of course. This paper will seek to understand the current literature and elucidate the formation and growth of identity through the use of avatars in not only a video game context, but a societal context as well. Concepts such as the idea of a ‘performed self’ popularised by Erving Goffman will be covered, as well as the rise of popular online content streamers known as ‘Vtubers’. This information will then be used to convey the extreme importance inherent in online identities and make hypotheses about their future applications with regard to current trends. For example, how avatars will become further implemented into daily life in realms such as interpersonal relationships, entertainment, and professional development.

 

Main Text:

 

In the modern age, technology has been fully integrated into daily life. From smartphones in most pockets, to computers in schools, technology in all its forms lives and grows alongside us. One such area of int online video games and how they have evolved from tiny pixels blipping around a single screen, to wide-open worlds players can spend hundreds of hours in with characters of their own creation. Furthermore, the community that has sprung up around video games continues to push the boundaries of self-expression by utilising these online spaces to experiment with their identity. This can be seen through the evolution of creating avatars inside games, to using avatars in other forms, such as through “Virtual YouTubers” (VTubers). Such uses of online identities will only continue to grow as technology advances. As such, online identities have become just as important as offline identities – though likely much more. 

 

In The Presentation of the Self in Everyday Life (1959) Erving Goffman argues that when in contact with others, all humans portray themselves in a myriad of ways like those that act upon a stage. Furthermore, Goffman states that in human interaction there is “a kind of information game – a potentially infinite cycle of concealment, discovery, false revelation, and rediscovery” (1959, p.9). This information game takes place between an observer (or observers) and an actor aware of what their behaviours portray. As such, the actor attempts to conceal any aspects of themselves that they do not wish the audience to know while the audience attempts to discern them – all the while concealing their own aspects. This creates a kind of unbalanced equilibrium, where all parties are not necessarily being truly honest about themselves but are willing to subdue aspects of themselves to keep the peace. In terms of the offline space, we can consider this to be the “public face” of a person’s identity – inoffensive, mild, agreeable, and yet hiding deeper complexity. In terms of the online space at large, anonymity has given rise to a large level of personal freedom, where such societal niceties can be altered or forgone entirely. In the same vein, Qin and Lowe argue that “Online identities are situational selves, which are changing according to different online situations” (2021, p. 627). These situational selves allow online users to portray select features of themselves that they keep hidden in offline situations, allowing them to be more forthcoming with their deeper feelings. Considering this, online identities allow for users to express themselves in ways that they may not be able to offline for fear of social alienation. The anonymity online provides a useful resource for demonstrating and experimenting with aspects of identity. In the context of video games, this anonymity affords users the freedom to create personas or experiment with how they are perceived by others without necessarily having it reflect on their offline lives.

 

As video games have evolved, the ways users interact with them has changed. As such, due to the role of ‘avatars’, the impact of a video game can be much stronger due to the creation of a virtual identity. This virtual identity, created by a players’ own hand (and often to their liking), links together the identity of the player and the avatar on-screen. A player can create different avatars across many different games, each providing a slightly different experience or point of view. Creating an avatar as an idealised form of self is one way that engages players and provides them a space to experiment with their portrayal. The link between player and avatar is strengthened by what Yaman Terzioglu refers to as “immersion” (2015). In their dissertation they state: “Immersion plays an active role and is in relationship with our psyche, environment and means of interaction every time we step into an alternative, virtual reality that is crafted and embedded into different media like a book, a movie or a video game” (2015, p. 3). The role of immersion in this sense is to bring a players’ online identity and their offline identity closer together, thereby blurring the lines between the two so that various happenings in the game-world affect the player alongside the avatar. This phenomenon was predicted in 1997 by Janet Murray in her book Hamlet on the Holodeck:

 

Immersion is a metaphorical term derived from the physical experience of being submerged in water. We seek the same feeling from a psychologically immersive experience that we do from a plunge in the ocean or swimming pool: the sensation of being surrounded by a completely other reality, as different as water is from air, that takes over all of our attention, our whole perceptual apparatus. (Murray, 1997, p. 98).

 

The immersion of players into virtual worlds as an advanced medium of storytelling brings about new forms of expression and new ways for narratives to influence those that partake of them. In this way, a players’ virtual identity can influence and change their ‘real-life’ identity as they become exposed to more experiences by their personal connection with their avatar. Interestingly, Bullingham and Vasconcelos found through their study of users of Second Life, a popular online game featuring customisable avatars, that some users considered their online identity more real than their offline one. They state, “It was also seen that the process can be reversed, with the ‘true self’ being the persona in SL when the user’s offline self is subject to family or societal pressure” (p. 10). This clearly shows that online spaces and the freedom that avatars provide in demonstrating identity are so important to some users that they consider it the only place where they can be comfortable with themselves. Due to this, the use of an avatar to demonstrate identity in a virtual space greatly impacts a user and shows the important role a virtual identity can have in a persons’ life. 

 

As a natural evolution of the avatar as a representation of self, “Virtual YouTubers” (VTubers) have risen in popularity from as early as 2007 with Hatsune Miku, a virtual singer whose songs are created through a software known as Vocaloid. Though not strictly a VTuber, Hatsune Miku paved the way for digital characters to be accepted in the mainstream and thought of as having their own personalities due to her widespread reach. When considering her rise to popularity, Guga states that Hatsune Miku is:

 

…not only a celebrity, but a collaborative platform which brought together many professional and amateur musicians, composers, visual artists, animators, etc. Their Miku creations lay the ground for her popularity, i.e. for her transformation from a voice synthesizer software to a collaborative social phenomenon and, finally, to her fame as a singer and performance artist. (2014, p. 37).

 

Conversely, a VTuber is an avatar that makes use of body tracking software to portray a certain appearance for the purposes of entertainment. VTubers create content in areas such as vlogging and video game streaming for an online audience, often creating a strong community culture around themselves. Some VTubers have entire teams of people devoted to them such as designers, voice actors, artists and so on; others are real people using face and body tracking software to essentially ‘paste’ their avatars’ body over their own while on camera. These kinds of VTubers have the option of not revealing information about their offline lives, allowing them to construct an entirely new identity in the online space.  One of the first VTubers is known as Kizuna Ai, a virtual YouTuber created by a company called Activ8, who began a YouTube channel in 2016 (Hirano, 2018). According to a 2018 issue of Streaming Media Magazine, Kizuna Ai’s YouTube channel “has more than 1.5 million subscribers and is rapidly growing.” (p. 14). As of writing this paper in 2022, Kizuna Ai has 3.09 million subscribers on YouTube. This makes clear that these online identities play a prominent role in influencing many people through the blend of online and offline identities. For example, although Kizuna Ai is the face that viewers see and interact with, her creators are also sharing in these experiences and being influenced by them, leading to opportunities to collaborate with other companies and touch the lives of fans through entertainment. Due to this, the online identity created through VTubers displays another application of avatars creating new ways to interact with others in an online space and therefore proves the legitimacy of the concept of an online self being as important as an offline self.  

 

It is clear that as technology improves, so will humanity’s interactions with it. Ishiguro argues that avatar technology will integrate into society even more by 2050, stating: “everyone, including the elderly and people with disabilities, will be able to use avatars to expand their physical, cognitive, and perceptual abilities and therefore surpass the abilities of ordinary people” (2021, p. 651). This was also predicted by Murray in 1997: “…the new technologies are extending our powers faster than we can assimilate the change.” (p. 9). Ishiguro’s statements are considered “moonshot goals” (something to aim for but not necessarily achieve), however, it indicates that avatar technology is being considered, improved upon and integrated into society at an increasing rate. Regarding Ishiguro’s moonshot goals, one user would potentially be controlling many physical avatars providing hospital care, education, and remote work. In the future, Ishiguro aims to “realise a society in which human beings can be free from the limitations of body, brain, space, and time” (2021, p. 650). This will allow users across many different walks of life, ages, and abilities to become even more closely connected to each other through the developments of technology. Furthermore, Kucirkova, echoing the concept of Papacharissi’s ‘networked self’, states that “Our identities – and especially the identities of younger generations – are enmeshed in digitized networks. This is not a passing fad but an expanding network that keeps growing with every single individual” (2020, p. 130). This demonstrates that when it comes to identity, the online space is already being regarded as a matter of importance; that what happens in online spaces does impact our identities and should be regarded with the same scrutiny as impacts on our offline identities. Relatedly, through observing players of varying skills playing the adventure video game Oblivion, Waggoner notes:

 

To a certain degree, each participant’s real-world personalities and identities were continually present in the diegetic decisions made by their avatars (whether the users were conscious of their presence or not). These connections allowed for easy identification between the users and their avatars as the avatars were continually imbued with the real-world identities’ characteristics, values, and preferences. (Waggoner, 2009, p. 159)

 

This observation shows that humans are already connected to their avatars in video games, making choices and demonstrating their personalities through their use. In this light, the future applications of avatars suggested by Ishiguro are not so impossible to imagine. As humanity moves ever forward, it can be predicted that not only will technology move alongside us, it will very likely outpace us. However, what remains to be seen is whether we consider the flesh and bones we are made from as intrinsically ‘us’ or if we will transcend our physical limits through the integration of technology.

 

From this investigation, it is clear that technology influences us greatly in a myriad of ways, not least the formation and experimentation of identity. From avatars to VTubers and beyond, the importance of an online, virtual identity is ever-increasing. It is only natural then, that online identities have become paramount to the creation of a person’s identity. Not only that, but the role of the online identity has grown and will continue to grow into the future. The applications of avatar technology are just one of many ways users express themselves online. However, avatars are of paramount importance to users due to their features of anonymity and as vessels of self-expression. Some even use avatars to demonstrate aspects of their identities that they may not be able to do easily in their offline lives. Therefore, the impact of avatars on the formation of identity cannot be understated or underestimated.

References:

Alamares, M. (2018, April/May). Real-time virtual characters and idols will create new forms of streaming content. Streaming Media Magazine. https://www.proquest.com/docview/2030127722/fulltextPDF/B060AF602F294B4EPQ/1?accountid=10382

 

Bullingham, L. Vasconcelos, A. (2013). ‘The presentation of self in the online world’: Goffman and the study of online identities. Journal of Information Science. 39 (1). 101-112. https://doi.org/10.1177/0165551512470051

 

Goffman, E. (1959). The presentation of the self in everyday life. In C. Calhoun, J. Gerteis, J. Moody, S. Pfaff, I. Virk (Eds.). Contemporary Sociological Theory. (3rd ed., pp. 46-61).

 

Guga, J. (2014). Virtual idol Hatsune Miku: New auratic experience of the performer as a collaborative platform. In A. Brooks, E. Ayiter, O. Yazicigil (Eds.). Arts and Technology. (pp. 36-44). Springer. 10.1007/978-3-319-18836-2

 

Hirano, T. (September 2, 2018). Activ8 raises $5.4M from Gumi, makers fund; expands ‘virtual YouTuber’ business. The Bridge Magazine. https://thebridge.jp/en/2018/09/activ8-fundraising

 

Ishiguro, H. (2021). The realisation of an avatar-symbiotic society where everyone can perform active roles without constraint. Advanced Robotics, 35(11). 650-656. https://doi.org/10.1080/01691864.2021.1928548

 

Kucirkova, N. (2020). The future of the self: Understanding personalization in childhood and beyond. Emerald Publishing Limited. https://search.ebscohost.com/login.aspx?direct=true&AuthType=sso&db=nlebk&AN=2569831&site=ehost-live

 

Murray, J. (2017). Hamlet on the holodeck, updated edition: The future of narrative in cyberspace. MIT Press. https://books.google.com.au/books?id=QK4yDwAAQBAJ&printsec=frontcover&source=gbs_ge_summary_r&cad=0#v=onepage&q&f=false

 

Qin, Y., Lowe, J. (2021). Situational selves of online identity and rationality in choosing – More examples of the college students’ identity in China. Culture and Psychology 27 (4). https://doi.org/10.1177/1354067X20976514

 

Waggoner, Z. (2009). My avatar, my self: Identity in video role-playing games. McFarland & Company, Incorporated Publishers. http://ebookcentral.proquest.com/lib/curtin/detail.action?docID=1593628

 

Terzioglu, Y. (2015). Immersion and identity in video games. [Master’s thesis, Purdue University]. ProQuest. https://www.proquest.com/dissertations-theses/immersion-identity-video-games/docview/1727612255/se-2?accountid=10382

17 thoughts on “Create Your Character: A Study of Identity Through Online Avatars

  1. Brendan Cohen says:

    I enjoyed your paper, Matthew. Made me think about my recent first experience using Meta’s new Oculus VR device. I attended (virtually) a Foo Fighters performance (it was live in February but I “attended” in April). Sound and 3D 360-degree vision were very good. I could almost touch Taylor Hawkins with my virtual hands even though he was then dead. I was a little spooked to look to my right and see several other Avatars dancing and waving their arms. It seems there were others live, immersed at the same moment as me – but where in the world they were and who they were was impossible to know. Also, they had only a body from the waist up. I imagine in a year or two, this will seem very basic. But it sent me reeling in terms of all of the possibilities coming SOON. Virtual travel, Virtual dating.. will it even matter if you go virtual skiing in the Swiss Alps with a hot partner who doesn’t exist in the real world? I don’t know…

  2. Senera Uggal Babila Gamage says:

    This was a very interesting read, Matthew. As somebody who has always felt somewhat restricted in self expression in the offline world, the concept of virtual identities has always intrigued me. Online avatars have become a way for people to express themselves according to how they truly are, or even how they wish they could be. I also agree that the concept of virtual identities are on the rise. We are still in a somewhat experimental stage, and its only going to get better with technological advancements. However, I do wonder whether the increased popularity in virtual identities like Hatsune Miku would cause problems for the actual musicians, etc. Wouldn’t it seem unfair that a programmed character is gaining so much more fame when an actual human being is putting in the same effort into the same craft? Will virtual identities be fully accepted by the general public due to these reasons?

    • Matthew Cook says:

      This is a really great point, I think with the rise of virtual personalities such as Hatsune Miku, people may not always remember that there can be teams of people behind those creations and that they likely don’t receive the credit or recognition they deserve. For example people might say “It’s Hatsune Miku’s new song” without thinking about (or knowing) who really wrote the lyrics, did Miku’s choreography, added the backing music etc. You could easily write a whole paper just on these kinds of issues with artificial characters. I think like with a lot of new ideas there will be plenty of pushback from people that don’t understand or are afraid of change. This isn’t necessarily a bad thing as there are often very tangible concerns that should be addressed. Something I didn’t have enough space in my paper to talk about was the idea of “The Singularity” where technology advances faster than humans can and leads to humans either fully embracing being part of technology or being left behind. It would lead to some drastic changes in what the perception of ‘self’ is when people exist entirely within technology!

  3. Andrea Dodo-Balu says:

    Great to see your paper posted Matthew. You touch on the idea of a blurring of physical and avatar identities to the point where we may question which is truly us. Do you think there are other real-live implications here, such as the avatar-self being preferred by both other people and even oneself?
    Andrea

    • Matthew Cook says:

      Yes, I believe there definitely are other implications. There is an online game called ‘VR Chat’ where users can enter chat rooms and talk to others, watch movies together and more. While this is all in a virtual reality space, users can choose what they look like and make use of body tracking hardware to have all of their movements in real life mapped to their avatar in VR Chat. There are even areas where players can go just so they can look at themselves in a mirror while looking like their chosen avatar. I’ve seen interviews with players who say things like “I feel more like myself in VR Chat” and “I spend most of my time here”. If that kind of technology became widespread to the point where it hits the mainstream? I’m almost certain that people would prefer to live digitally than physically. Of course, this would definitely lead to some issues with self-image, confidence etc.
      If you’re interested in seeing a bit more about “mirror-dwellers” in VR Chat, here’s a video that covers them. https://www.youtube.com/watch?v=nxz05uJrvuk

  4. Natalie Yeo says:

    Hi Matthew,
    I enjoyed reading your paper, and it really does give insights on how big virtual avatars are nowadays. There’s so much potential for it to become more mainstream. However, I can’t help but wonder about the physical and mental toll it may take on a person. For me, I personally avoid VR and 3D-styled games due to motion sickness. How about those who are ill, or easily experience nausea but still want to use the virtual world as a way to explore the world from the safety and comfort of their own home? If virtual identities were to become more mainstream, or even implemented in the real world, what precautions would people have to do to make sure it doesn’t go overboard?

    • Matthew Cook says:

      This is a great point I actually hadn’t considered! I think this technology has been expanding a lot of different areas and improvements are constantly being made to make it easier to experience VR. Even something like Augmented Reality has made huge leaps from something people only dreamed about say 15-20 years ago to now, where it’s so commonplace we barely think about it. When I first read Ishiguro’s moonshots, my first reaction was to scoff and say he’s dreaming, but looking at how fast technology is accelerating I can’t help but think that maybe they aren’t so outlandish after all. VR headset makers are definitely aware of the effects of VR on peoples’ eyes and brains, so I think we’ll continue to see more improvements in that area. Maybe we’ll even reach the kind of future written about in books and have fully virtual worlds we can enter at will with minimal equipment? In terms of experiencing virtual worlds from home, I think we’re already seeing the birth of this through virtual youtubers and idols like Hatsune Miku – entirely virtual characters that people can interact with on varying levels. Miku even has concerts where she appears as a hologram and moves about on stage while performing to a crowd! She may not be physically tangible and “real”, but it’s pretty close. I’m definitely excited to see where virtual reality tech goes in the next 20+ years if this is where we’re at now.

  5. Nadarajan Munisami says:

    Hi Matthew, this was very captivating to read. In a world where sometimes you cannot voice out and express yourself, virtual identities allow users to be their true selves.
    These online avatars allow users to express themselves in the way they want to and live out their passion virtually. Even if we are still in an early stage where we are experimenting with these types of platforms, the demand for such services has been rising since its debut. As experiences in virtual worlds such as video games and online communities can influence our behaviour in the real world, do you think these avatars can change the way we exercise or eat or the way we view life in general?

    You can check out my paper on how social media helped in creating terror and panic during the covid-19 pandemic in Mauritius below:

    https://networkconference.netstudies.org/2022/csm/374/social-media-helped-in-creating-terror-and-panic-during-the-covid-19-pandemic-in-mauritius/

    • Matthew Cook says:

      Great comment, this is actually already happening! You’ve likely heard of the video game company Nintendo, who have made many games that incorporate healthy living into their gameplay. For example, you may have heard of Wii Sports, Dr. Kawashima’s Brain Training and Wii Fit among others. Wii Fit in particular features an avatar of you gaining/losing weight depending on your real-life weight. I think in the same vein, when people create avatars as idealised forms of themselves, it can be a form of inspiration to say “I want to look like my avatar in real life!” For example if your character was thinner or more muscular, it might encourage you to change your behaviours if you wanted to emulate that look. Furthermore, we are starting to see virtual avatars that act like your assistant, reminding you about appointments, setting alarms and so on. This really highlights how integrated avatar technology is becoming in our lives.
      Thanks for the comment!

  6. Jack Simpson says:

    Hello Matthew,

    Loved your paper and as a person who has played MMO’s for the last decade (Mainly World of Warcraft or WoW and Guild Wars 2) I completely understand the creation of a character for your online identity. Even going further into that, the Twitch streamer “CodeMiko” is the perfect example of this going bigger and better as they have a full 3D animated persona instead of the traditional VTuber set up that you mentioned in your paper. Playing games online taught me a lot about self identity creation and what kind of character I wanted to present as. Thinking back to playing WoW I was always the strong, yet silent archer/stealth type with just simple jobs and focus on completing the objective. Despite this, it also made me learn a lot about myself in the sense of raid-leading 40 people online through end level content and learning leadership skills which have become extremely important as I’ve grown up. Loved the paper and if you would like to check out what I’ve written (doesn’t pertain to your topic, but instead talks about social media’s facilitation around the lack of offline political action) please feel free to have a read. https://networkconference.netstudies.org/2022/onsc/381/social-change-in-online-networks-how-social-media-facilitates-a-lack-of-action-within-real-world-political-movements/

    Best regards,

    Jack

    • Matthew Cook says:

      Thanks for the kind comment Jack! A fellow GW2 player I see 😉 You’re absolutely right, video games really have evolved and actually teach players a lot more than they might realise! Coordination, teamwork, organisation, perseverance, compassion… there’s a lot to them! There’s definitely a lot to be said for the psychology behind video games and how we interact with others inside games, especially through avatars. In regards to CodeMiko, I really wanted to talk more about people like her in my paper (I tried to fit in a few words when possible) because you’re right. Some people just make avatars as a streaming persona or to hide their real face while they stream, not necessarily in the same way VTubers exist. Full-body tracking combined with avatar software is so cool! I’m really looking forward to the future of it.

  7. Navishta Pentiah says:

    Hello Matthew,
    This was a very interesting read, Matthew.
    Nowadays,people are using avatars or even filters in order to be their true selves and thus they may voice out and interact more openly without people knowing who they are in real life.

    You can check out my paper on How Facebook acts as a medium for introverts to voice our and exprees their social identity more openly?
    Below is the link:https://networkconference.netstudies.org/2022/ioa/607/how-facebook-acts-as-a-medium-for-introverts-to-voice-out-and-express-their-social-identity-more-openly/

    • Matthew Cook says:

      Very true, though I wonder about the process of displaying yourself as something not real in order to be your true self. Seems like an area rife for dysmorphia, though it can and does get used for euphoric purposes as well. Filters, for example, are constantly used on Instagram and can negatively impact users’ self worth by shifting what people view as normal or beautiful. Similar to what I said to Andrea, I wonder if in the future we will have people zombified in front of mirrors, staring at their virtual bodies with more love than their real bodies get. Certainly one of the darker aspects of the technology.

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